1. The opening

There is a bewildering number of places Black would like to play
but black 1, keima,
is the pivot point for both players. Now, after black 1, Black can
devastate the upper side with black 1, white and black J. On the other hand, if
Black neglects 1 White will play ikkentobi there and swell his moyo on the upper
side.

Black's shoulder attack 1 is logical, then the sequence up to white
6 is possible. However, this is not quite as good as the correct answer,
so only 8 points.

8 points  Black 1 in Ref Dia 1b

Black 1, boshi,
unfortunately encounters white 2. this applies also to black A when
White will again reply at 2. Both black 1 and A score 8 points.

7 points  A, B, C, D,

If Black encloses the corner at one of the three points A, B or C,
it is a negative way of playing, so 7 points. Black's uchikomi D looks
good and together with gets 7 points.

6 points E, F, G, H, I, J, K, L

Black E and F give the impression of being a little loose, allowing
White to enter the corner at the 3-3 point. Like G and H, these moves
get 6 points.
On the upper side Black I, nozoki, and J, uchikomi, allow White I, ikkentobi, so they
are not satisfactory. These plays score 6 points, as do K and L.

5 points  M, N, O, P, Q, R

Black plays in the wrong direction by defending the left side with
M & N. Like O, they are unbalanced. 5 points, as for P, Q and R.

4 points  S

The numerous S points for Black are all inferior to the previous
moves. Each of them gets 4 points.

3 points  All other reasonable moves

2. Three-move problem

First black 1, the appropriate tesuji to force white 2, then black
3, osae, is the
correct order of moves. After this, if white 4 hane, Black can start a
ko fight with 5. If White plays 5, tsuke, instead of 4, Black destroys White with 4,
sagari. If you gave
black 1 to 3, score 10 points.

3. Playing inside the opponent's territory

Black first plays the timely ikken-tobi, 1, then if White answers with tsugi, 2, black 3 is
important. White 4,
tsuke is the utmost he can do and the sequence up to 9 results in
seki, which is the right answer. 10 points.

If White plays 2, tsuppari in answer to black 1, black 3 and 5 are
inevitable. Then white 6 to black 9 results in seki with White's sente.
This is also a correct answer with 10 points. If Black tries 7
instead of his 3, after white 5 he loses through meari-menashi (A semeai
where the opponent has one eye and the other player none.).